/*
THIS FILE IS PART OF THE >>ADRENALIN-3D-GRAFIC-ENGINE<<
for latest info visit http://www.creative-games.de

Copyright (c) 2008-2009 by Marco Schneider

This library is free software; you can redistribute it and/or modify it
under the terms of the GNU Lesser General Public License (LGPL) as
published by the Free Software Foundation; either version 2.1 of the
License, or (at your option) any later version.

This library is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public
License for more details.

*/

#ifndef __ADL_DIRECTX11_DEVICE_H__
#define __ADL_DIRECTX11_DEVICE_H__

#pragma once

#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
//
//// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")

namespace Adrenalin 
{
	class DirectX11Device
	{
	private:
		IDXGISwapChain*			_dx11SwapChain;			// the pointer to the swap chain interface
		ID3D11Device*			_dx11Device;			// the pointer to our Direct3D device interface
		ID3D11DeviceContext*	_dx11DeviceContext;		// the pointer to our Direct3D device context
		ID3D11RenderTargetView* _dx11BackBuffer;		// the pointer to our BackBuffer
	public:
		DirectX11Device();
		void Init(HWND hWnd, int x, int y, bool windowed);
		void Render();
		void Close();
	};
}

#endif